Ah, man. Some old school nostalgia here. If you ever ran/enjoyed the old 2e Ruins of Undermountain, the look (and the title) should be familiar.

If you are familiar with some of 0one's other map products, you should be familiar with the "control" feature that allows you to hide or display different features. The older product like dungeon rooms let you add and remove traps, chests, doors, etc. The map scale here is different, and it allows you to turn of the highlighting of colored and numbered rooms, as well as traps, teleports, and numbers, and a ink-conserving option for print-outs. Lets you print the maps, run them from your laptop, and prepare player versions of the maps as well.

A very nice treatment of chases in D20, with some inheritance from Spycraft and Grim Tales. Basically, it comes to grips with the fact that the d20 combat system isn't a chase system and gives you a chase system with different assumptions and resolution mechanisms.

LIKED: Nicely written, well considered, easy to use.

DISLIKED: Red ink on every page made me worry how much ink is getting used when printing it out.

Still the best "weapon specialist" book... now available for 3.5. If you ever felt that the weapon specialist prestige classes or feats out their were a little bland, this book is just the ticket. If you dislike prestige classes, most of the class abilites are also available as feats.

Better yet, the book meshes well with Unearthed Arcana action point rules. If you want to try out some maneuvers spontaneously, using the emulate feat rules, you can try all types of interesting maneuvers in combat.

As always, the enterprising GM or player can also add their own maneuvers with a little math.

The choices aren't limited to typical weapons. You can master magic items like immovable rods, or special abiliteis like telekinesis. Or you can flesh out a feirce beast with the alpha beast prestige class.

LIKED: Adds great variety to fighters and fighter types.

DISLIKED: Er... that Steve still hasn't put out the Second World Sourcebook in this format...

A huge selection of weapons, some of them rather bizarre. Enough to never equip a sci-fi villain with the same weapon twice.

LIKED: Sheer variety of options and ideas for weapons.

DISLIKED: Formatting is very brown-paper. The statistics don't try to conform to any specific d20 implementation; Your Mileage May Vary depending on which d20 futuristic game you play, and some tweaknig may be necessary.

Another planar product from Ronin arts. Surely, these are good times for us planar cutters!

Each faction is covered in extensive detail. However, those of you that are fearful of a prestige class for every organization will be happy to hear that not all of the factions provide prestige classes. But the author does package a few "crunch" (game mechanics) goodies in each one.

Those coming from a planescape background might be expecting something slightly different when they hear the term "faction". Some of these resemble the philosophical trappings of planescape factions, but others are more minor sects or secret societies. Regardless, if you have a planar campaign (or a campaign that might be touched by planar action), there is good material here for you to draw campaign ideas from.

LIKED: Good ideas and good support material

DISLIKED: A little plain. There are some aspects of the text that don't mesh with the mechanics. I did speak with the author about some of these, and hopefully he'll make a revised PDF soon. (hint!)

A nice collection of demiplanes for planar gamers. Some, like the clockwork lighthouse, can reach normal "prime" campaigns and serve as motives for players to travel to the planes. Others, like the Ageless Chamber, are more appropriate for campaigns already occurring on the planes.

LIKED: Lots of plot hooks and adventure seeds. Lends itself well to DMs that like to create their own scenarios but can use a sturdy foundation to build on.